Great Sadness, Expanding planet size is limited to 3 per planet

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Millbot

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We weren't going to get a setup where you could expand a world without limit. Aquatic + Ocean Paradise + Hydrocentric probably already puts Life Seeded in a week spot for the one planet challenge. Also given that the expand ocean decision increases planet size, there is probably some concern that an unlimited setup could break something in a way that people won't find amusing.

Anyways, probably a reasonable argument that 3 times only isn't enough. That said, I would like the devs to take another look at the influence cost for both the expand ocean decision and mastery of nature. For what you get, 50 influence is too high a cost. I'd like the devs to either reduce that cost or add additional benefits to having the decisions. I mean, I could claim someone's colonized system for better returns on the influence spent.

As for pearl divers. Not that I've got a better grasp of the math. They do need to do something with them. They should be on par with artisans for base output and they probably should benefit from the food processing building and possible the upkeep reduction for the agricultural world designation. Until I'm told otherwise, going to assume that don't benefit from any of the stuff that impacts food production and I think the consumer goods boosting stuff only impact artisans (I want to say artificers are included, but can't recall if it only states artisans and only impacts them or not).

Two other things that come to mind, that I would like answers to soon.
1. Do we have to worry about losing deposits on frozen worlds and asteroids that strip of ice or will the deposit remain?
2. Are Gaia worlds consider worlds for the purposes of aquatics trait and angler civic? Also how other the other non-standard worlds classed for those two?
 

Incompetent

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That being said, the patch also brings a buff to Agrarian Idyll, which is one of the more interesting Civics when it works, and a small buff to Necrophage Hive Minds.

To be honest, the biggest problem with Agrarian Idyll isn't so much the power level but the overall niche it is stuck in. A civic emphasizing rural development (meaning you want many natural planets; Ringworld farms eventually I suppose but they come online pretty late), on a practical level, doesn't sit very well with Pacifism (pushes you into "going tall" because grabbing planets is difficult). Moreover, beyond a certain level, food specifically just isn't that useful a resource (and what you do need is often available very cheaply on the Galactic Market due to the AI's tendency to overproduce it). You can make it somewhat useful with Catalytic Processing, but that's just adding another civic that takes you sideways rather than directly making you stronger.

Agrarian Idyll + Anglers would have been an interesting combo, but IIRC it's disallowed.